Difference between revisions of "Sharing Mods"
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imported>Qazaaq (Created page with "'''For XBox:''' * Make sure loose assets are available (they're going to be converted and packed) * Load your plugin in the CK as the active plugin * Tell the CK to upload for...") |
imported>Qazaaq (Added note about plugin INIs.) |
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==Platforms== | |||
'''For XBox:''' | '''For XBox:''' | ||
* Make sure loose assets are available (they're going to be converted and packed) | * Make sure loose assets are available (they're going to be converted and packed) | ||
Line 20: | Line 22: | ||
* Import the beth.net information you made earlier (you did export it, right?) | * Import the beth.net information you made earlier (you did export it, right?) | ||
* Click upload. | * Click upload. | ||
==Notes== | |||
*There is no reason to add [[INI Fragments]] to your archive. The CK will automatically detect and upload a correctly-named ini as part of the package uploaded to Bethesda.net. |
Revision as of 23:36, 27 June 2016
Platforms
For XBox:
- Make sure loose assets are available (they're going to be converted and packed)
- Load your plugin in the CK as the active plugin
- Tell the CK to upload for XBox.
- Make sure the list contains everything you want, and nothing you don't.
- Export the list once you perfect it so you don't have to fill it out again later
- Hit OK
- Wait for the CK to convert the files and create the two archives (if necessary)
- Fill out the mod information for Beth.net
- Hit export to save out the data you just filled out
- Click upload
For PS4:
- Make sure loose assets are available (they're going to be converted and packed)
- Load your plugin in the CK as the active plugin
- Tell the CK to upload for PS4
- Import the list you made earlier for your XBox version (you did export a list, right?)
- Hit OK
- Wait for the CK to convert the files and create the archives (for now, because PS4 texture conversion is not supported, no texture archive will be made - attempting to make one yourself will crash the game)
- Import the beth.net information you made earlier (you did export it, right?)
- Click upload.
Notes
- There is no reason to add INI Fragments to your archive. The CK will automatically detect and upload a correctly-named ini as part of the package uploaded to Bethesda.net.